﻿using BlockeyEssentials;
using BlockeyEssentials.Drawing;
using BlockeyEssentials.Input;
using BlockeyEssentials.ScreenSystem;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;

namespace Blockey.GameplayScreens
{
    public class IntroTestScreen : Screen
    {
        public IntroTestScreen(ScreenManager oManager)
            : base(oManager)
        {
            var oTexture = oManager.Game.Content.Load<Texture2D>("instructions");
            var oOrigin = new Vector2(oTexture.Width, oTexture.Height) * 0.5f;
            var oPosition = new Vector2(All.Resolution.Center.X, All.Resolution.Center.Y);
            var oScale = Vector2.One;

            _InformationSprite = new SpriteV(oTexture, oPosition, oScale);
            _InformationSprite.Layer = 99;
            _InformationSprite.Origin = oOrigin;

            _TransparencyBGSprite = new SpriteR(All.Texture_Square, All.Resolution);
            _TransparencyBGSprite.Color = Color.Black * 0.75f;
            _TransparencyBGSprite.Layer = 1;

            Enabled = false;
        }

        #region Methods

        public override void Draw(SpriteBatch oSB)
        {
            _TransparencyBGSprite.Draw(oSB, Transition);
            _InformationSprite.Draw(oSB, Transition);
        }

        #endregion

        private SpriteV _InformationSprite;
        private SpriteR _TransparencyBGSprite;

    }
}
